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PostPosted: Wed Mar 06, 2013 13:19
by cactuz_pl
Inocudom wrote:
Likwid H-Craft wrote:
Inocudom wrote:I would imagine Minetest's engine being capable of colored environment lighting if given the proper coding. For example, nighttime lighting and torch lighting give off different colors of light. Colored environment lighting would make mods like bobblocks and homedecor more interesting.


and lava :)
I am going see, I can make it work.


I was thinking that lava and flames could give off an orange glow, but with lava being brighter.


and green glowing mushrooms

PostPosted: Wed Mar 06, 2013 14:28
by jojoa1997
Could someone make a mod that adds a biome definer. Like plant_libs but for the entire ground.

PostPosted: Wed Mar 06, 2013 19:11
by J0nnJ0nes
*GravityWorks
-Gravity Field - 0 G (momentum preserved, semi-transparent, does NOT suffocate)
-Gravity Field - Directional (semi-transparent, does NOT suffocate, maybe a config menu to set the speed of the field?)
-Solid forcefield (semi-transparent, does NOT suffocate)
-Slowfield (semi-transparent, slows movement in all directions, like cobweb, does NOT suffocate)
-Shockfield (Slowfield + damage every few seconds or continuous; semi-transparent lava that doesn't flow, does NOT suffocate)
-Jump Pads (all angles ... maybe enter angle in a config menu)
-Elastic water (contact with water [gelatin more like] causes you to bounce; in essence, very excessive buoyancy)
-Parachute (use to slow vertical movement)
-Glider (use to slow vertical movement, accelerate lateral movement)
-Overall Map Gravity Setting?

As for the next part, bear with me, it only seems complex because I've tried to think it through thoroughly. If anyone can implement even one part of it, please go ahead and give it a shot. Really it's not just a mod, but a game. Yeah, a very far reach, but it sure would be fun to play.

*Command and Conquer Mod:
-Self-constructing structures from Construction Boxes (ConBox). See Maze mod: http://forum.minetest.net/viewtopic.php?id=2814
-Buildings such as Powerplants, Tiberium Refinery, etc. are self-constructing using Construction Boxes. Place the appropriate Construction Box (eg. a Powerplant Construction Box), then fill the box with the necessary amounts of the resources specified (eg. 256 Iron, 100 Copper, etc.) and the ConBox will automatically start constructing the building at a set rate. The ConBox also checks the integrity of the structure built, which determines the structure's functionality (eg. Power Plant < 50% integrity, decreases power output; War Factory < 50% integrity, decreases rate of vehicle production; etc.).
-The ConBox must be placed within a set range of another ConBox. Only the Construction Yard ConBox can be placed without being in range of another ConBox, but it should be extremely costly to produce a Construction Yard (eg. 2000 Iron, 2000 Copper, etc.).
-To further avoid abuse, a Trade Menu (or similar) pops up when depositing resources into the ConBox, asking you if you want to keep any excess resources in case you placed extras (helps because the ConBox automatically rebuilds the building at a set rate while it still has resources in it). Resources can NOT be removed once placed inside a ConBox. This is to prevent abusive people from stealing resources from ConBoxes to put into their own ConBoxes. If a ownership system would work instead, or something else, pls go ahead and try it. See Vending Machines: http://forum.minetest.net/viewtopic.php?id=3039
-Add Vehicles. Flame tank cannot drill through, say Concrete? Flame Tank Basis, TBM: http://forum.minetest.net/viewtopic.php?id=4015
http://forum.minetest.net/viewtopic.php?id=4023
-Add Weapons: http://forum.minetest.net/viewtopic.php?id=4562
-Add Tiberium ... harvested by players and Bots: http://forum.minetest.net/viewtopic.php?id=2576
-Add etc.: http://forum.minetest.net/viewtopic.php?id=4277
http://forum.minetest.net/viewtopic.php?id=2838
http://forum.minetest.net/viewtopic.php?id=2632
http://forum.minetest.net/viewtopic.php?id=2149
http://forum.minetest.net/viewtopic.php?id=1250
http://forum.minetest.net/viewtopic.php?id=638
http://forum.minetest.net/viewtopic.php?id=3099

PostPosted: Wed Mar 06, 2013 19:38
by Casimir
J0nnJ0nes wrote:-Overall Map Gravity Setting?

In minetest.conf add
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
movement_gravity = 9.81

9.81 for earth
3.69 for mars (for example)

PostPosted: Wed Mar 06, 2013 20:32
by Sokomine
J0nnJ0nes wrote:-Self-constructing structures from Construction Boxes (ConBox)

That can already be partly done by the towntest mod: Place chest, choose building, insert building material. The integrity of the building can be checked if the box memorizes which building it did construct.

J0nnJ0nes wrote:-The ConBox must be placed within a set range of another ConBox. Only the Construction Yard ConBox can be placed without being in range of another ConBox,

I'm planning something similar for my random_buildings mod: Place a special chest to start a village, and then draw further building chests out of that special one to actually build the buildings. It won't go in the direction of Command&Conquer; games like SimCity or the Settlers come to my mind (in a *very* reduced and basic form).
If you want to apply some game logic, you have to account for the fact that large relevant parts of the map might not be loaded at all times, so your mod would have to compensate for that.

PostPosted: Wed Mar 06, 2013 22:10
by Likwid H-Craft
Casimir wrote:
J0nnJ0nes wrote:-Overall Map Gravity Setting?

In minetest.conf add
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
movement_gravity = 9.81

9.81 for earth
3.69 for mars (for example)


The one in the minetest file not game, since really there two minetest.conf anyways what is .conf? what it stands for and what was it base build off of? I guess notepad.

PostPosted: Thu Mar 07, 2013 02:51
by Tedypig
Is it possible to make a mod to remove old textures? Like from mods that have been deleted. Also to un-register them, (so we don't get the unknown icon all over the map).


Also pigs....lots of pigs. LMAO.

PostPosted: Thu Mar 07, 2013 03:51
by kaeza
Tedypig wrote:Is it possible to make a mod to remove old textures? Like from mods that have been deleted. Also to un-register them, (so we don't get the unknown icon all over the map).

http://forum.minetest.net/viewtopic.php?id=2777

PostPosted: Thu Mar 07, 2013 20:48
by Tedypig
Thank you kaeza.

Also another idea. Selectable map types/sizes.

Types would be; Flat, Mountains, Rivers, water... The same types as Minecraft Classic mode.

Sizes would be like in MC also, from 64x64 through the current infinite maps.

Just an idea, I would do it but I don't know how to mod.

PostPosted: Thu Mar 07, 2013 20:56
by 12Me21
That would be cool if you were able to choose from different themes, like:
Flat
Water
Desert
Normal (default)
Snow
City
Cloud
Cave
Volcano
Jungle
Mountain
and more...

Anyway, it would be cool if there were elevators so you didn't need to use stairs or fly.

PostPosted: Thu Mar 07, 2013 20:58
by Likwid H-Craft
I am making a snow kind of theme you can use when it done but, I am not done all the way since I am working on so much.

PostPosted: Fri Mar 08, 2013 15:04
by jojoa1997
This is a game request for BlockMen. I noticed that you are making mods that minecraft vanilla has. Could you make a game with that stuff.

PostPosted: Sat Mar 09, 2013 03:36
by Likwid H-Craft
You guys think you can mange this?
http://www.youtube.com/watch?v=DaLOASx7Lrc

PostPosted: Sat Mar 09, 2013 10:01
by rubenwardy
12Me21 wrote:...
Anyway, it would be cool if there were elevators so you didn't need to use stairs or fly.


You can, kind of, using blocks.

See the roof above "rubenexpress" (the building with "Ru" on it opposite spawn) on Redcrabs 0.4.4 server for an example.

To go on the roof, see the small path just left of the notice board at spawn.

Press shift+space to climb.


[h]Making Elevators[/h]

Elevators consist of a backbone, and alternating steps.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
1)
- X
- X

2)
X X
- -

3) Repeat


x: where a block HAS to be
-: where a space HAS to be

Note: 1 is the first floor, 2 is the second, 3 is the third etc

PostPosted: Sat Mar 09, 2013 10:09
by rubenwardy
Likwid H-Craft wrote:You guys think you can mange this?
http://www.youtube.com/watch?v=DaLOASx7Lrc


I love trains...

PostPosted: Mon Mar 11, 2013 16:18
by markveidemanis
Make a command like
/print schems
print out the files contained within /~World/schems/

PostPosted: Mon Mar 11, 2013 17:53
by rubenwardy
markveidemanis wrote:Make a command like
/print schems
print out the files contained within /~World/schems/


easy peasy

http://stackoverflow.com/questions/5303174/get-list-of-directory-in-a-lua

PostPosted: Mon Mar 11, 2013 18:47
by jojoa1997
markveidemanis wrote:Make a command like
/print schems
print out the files contained within /~World/schems/

could someone make a node that loads the schem into the world and then erases the loading node

PostPosted: Mon Mar 11, 2013 18:52
by Sokomine
There are already several mods that allow to select a building and then put it into the world. Look for towntest or deploy_nodes for example. My random_buildings mod will have a similar feature in the future (again with a slightly diffrent approach).

PostPosted: Wed Mar 13, 2013 15:53
by webdesigner97
What about some kind of fire+ which can also make glass break?

PostPosted: Wed Mar 13, 2013 22:44
by DistroGeeks-MilesDyson
Coffee Mod??

coffee plant == coffee been == coffee grounds == cup + coffee grounds == cup of coffee == fast move

perhaps could be added to the farming mod.

any way, it was just a thought if some one wanted to do it.


Edit: oh and by the way fast move would only last for XX seconds/minuts

PostPosted: Thu Mar 14, 2013 01:17
by prestidigitator
Actually the food mod has coffee, though you have to make it with dry desert shrubs which do not regrow. It doesn't make you move faster though; just restores like 10 HP (5 hearts).

PostPosted: Thu Mar 14, 2013 10:55
by rubenwardy
prestidigitator wrote:Actually the food mod has coffee, though you have to make it with dry desert shrubs which do not regrow. It doesn't make you move faster though; just restores like 10 HP (5 hearts).


If you have the aero mod by mauvebic, you can use their coffee plants.

PostPosted: Thu Mar 14, 2013 16:53
by prestidigitator
rubenwardy wrote:If you have the aero mod by mauvebic, you can use their coffee plants.

Ah ha! Cool. I'll have to give that one a go. Thanks. :-)

PostPosted: Thu Mar 14, 2013 23:33
by Matsetes
Why not something like mystcraft?
http://www.youtube.com/watch?v=sNSkjEvB_f8
I really like trying some differents worlds

PostPosted: Fri Mar 15, 2013 18:58
by Tedypig
OK, follow me here.

1. Make a box.
2. code the box to move with players controls --think "boats" mod or riding the ostrich in "mob framework".
3. Make the box connect to other boxes.
4. make the control box control the boxes connected to it.
5. ???
6. PROFIT!!

Easy as 1 2 firetruck!

BUT!!! Is it possible with the current system?

PostPosted: Fri Mar 15, 2013 22:31
by prestidigitator
Tedypig wrote:1. Make a box.
2. code the box to move with players controls --think "boats" mod or riding the ostrich in "mob framework".
3. Make the box connect to other boxes.
4. make the control box control the boxes connected to it....



This can be done with entities, like the ostrich example; they are not constrained to the size of a single block, can move smoothly, and can even be made physical so they collide with nodes (but not other entities as far as I am aware). So why try to hack it together with a bunch of nodes when entities can already do it? Doors must be done this way to block player movement using collisions. A vehicle doesn't have to do that, and would waste a lot of server resources if cobbled together using pseudo-moving nodes.

PostPosted: Fri Mar 15, 2013 22:51
by Tedypig
I know, but the way I imagine it is, say you don't want a boat, say you want a car shaped thing, or a plane, or a bigger boat, or even a 100 block tall version of you!. With my way you can design your vehicle in-game.

o o
|--x-|
o o

x= "master node"
- and | = "slave nodes"
o= any node you want.

you build a basic skeleton with "slave nodes" and mount the "master node" anywhere on that skeleton (using facedir to find front) and boom those x's, o's, -'s and |'s are now a car.

PostPosted: Fri Mar 15, 2013 23:34
by prestidigitator
Neat idea, sure. Don't know how well it will perform, but I guess the best way to find out is to test it. You'd basically have to delete and create the vehicle each time you want to "move" it. You'd also want to keep setting the player position. Actually, better might be to give the player a "seat" entity that controls the vehicle's position. It would know how to move, and the nodes would just be for visual appearance. This would basically replace your "master node" with an entity instead.

It MIGHT even work to use a bunch of entities instead of a bunch of nodes. If they all set their positions, velocities, and accelerations in unison, it might move smoothly without falling apart. I think you wouldn't want them to be physical (assuming movement still works without collisions) or your vehicle might disintegrate when it hit something (as some nodes stop and some keep moving). Note that you can update the visuals of entities on a per-instance basis and at run-time, so in that sense they could allow you to build even more dynamically than nodes, or transform a skeleton of nodes into a bunch of entities that resemble the nodes they were "built from."

PostPosted: Sat Mar 16, 2013 00:55
by Tedypig
prestidigitator wrote:Neat idea, sure. Don't know how well it will perform, but I guess the best way to find out is to test it. You'd basically have to delete and create the vehicle each time you want to "move" it. You'd also want to keep setting the player position. Actually, better might be to give the player a "seat" entity that controls the vehicle's position. It would know how to move, and the nodes would just be for visual appearance. This would basically replace your "master node" with an entity instead.

It MIGHT even work to use a bunch of entities instead of a bunch of nodes. If they all set their positions, velocities, and accelerations in unison, it might move smoothly without falling apart. I think you wouldn't want them to be physical (assuming movement still works without collisions) or your vehicle might disintegrate when it hit something (as some nodes stop and some keep moving). Note that you can update the visuals of entities on a per-instance basis and at run-time, so in that sense they could allow you to build even more dynamically than nodes, or transform a skeleton of nodes into a bunch of entities that resemble the nodes they were "built from."

What about the boats mod, remove the water requirement, and make the boat build-able to. And of course put a different texture/node for the boat (or in this case "seat").

Would that work? Because I have the boat mod and am willing to try and fail horribly. Lol.